I love the rocket snail! It has a great retro sci-fi feel to it. For some reason I am reminded of The Monster that Challenged the World.
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Show posts MenuQuote from: Rayberg on Wed 03/10/2007 02:07:24I second that! Just make a two-room unambitous project with very low quality standards for the sake of learning how to work.
First guideline for newbies: Make a very small game first.
Quote from: frission on Tue 02/10/2007 22:18:46I'd very strongly recommend adding no details at all until the whole game is playable. Sketch out the game with no backgrounds and no character art (especially not animation). It goes really fast, and it's a lot of fun. That way you can quickly find out what elements of your game are fun and what isn't, and you can rearrange everything to your liking before investing hundreds of hours in final assets. The more polish you invest in the first draft, the less flexible it will be. It's also exponentially slower to create new content at a finished level, and at the start of a project it's important to keep the work moving quickly toward clear goals and not get discouraged.
"Should I bother spending a lot of time on details from the beginning, or should I put very bare-bones sprites and rooms together and then try to add detail later once the project has gotten some of its own momentum?
Should I work on making a very polished and very short demo so that I can more quickly get feedback on the overall project?
Quote from: Grapefruitologist on Tue 17/04/2007 04:23:49Well, the posts here have been helpful somewhat-but... ...what if you only had one idea, and you believed it was the only shot you had, and if it didn't get downloaded enough, then it was a failure and the only game you'd ever make?
Quote from: Grapefruitologist on Fri 20/04/2007 02:14:34I have a friend who's writing a novel, and he thinks this way. The story idea has been with him since he was a child, and means a lot to him. Writing is immensely difficult under the burden of needing to get everything exactly right. Everything he writes needs to live up to his mental image of how the story should be. It sounds like you have a similar project in mind. I know how hard it is to bring a story like this to life, and I earnestly hope you don't encounter too many frustrations.
And then I started to think, well, what if this was MY game? That would have been my only chance, really. And if I only got 60 downloads and that was about it, then it wouldn't have been very successful in my opinion.
Quote from: m0ds on Thu 19/04/2007 00:40:06Sparky, I need a bit more an explanation! I don't understand this at all... I've had a go (drawing Mods seemed to keep it "alive" for quite a while) but I don't see how a puzzle could become of this... There's no winning or losing so how could you win/lose a puzzle in an adventure game of this nature? Heh...confusingMods- if you're new to the game, to get started quickly, click on one of the random buttons (3, 4, or 5) and then click on 'Start'. Or draw something from this list of figures.
Quote from: Radiant on Thu 19/04/2007 01:45:39Good point, Radiant. Unless it came with a fairly lengthy (and potentially boring) explanation, all but the most simple "life" type games would be incomprehensible to most. An example of a puzzle with similar problems is the 'programmable' machine in The Dig.
The problem is that such puzzles are trivial to people who know what they're about, and totally incomprehensible to people who don't.
Quote from: MrColossal on Thu 19/04/2007 01:04:05Ooh, Kenta Cho goodness- thanks, I haven't been keeping tabs on him lately! That's an interesting game idea.
http://www.asahi-net.or.jp/~cs8k-cyu/flash/la2/
for inspiration here's a shooter using the game of life rules for your bullets and the badguys.
Quote from: Rui "Trovatore" Pires on Thu 19/04/2007 00:00:31Crops? That's a neat idea. I've a good friend who swears by ADOM, though I haven't yet played it. I'll give it a go tonight.
Sparky: ADOM, an RPG, had the "game of life" for cultivating crops. If you wanted to plant something, the plants behaved as the "lights" in the game of life.
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